Didn’t get a ton done today just because of stuff going on in RL, but still have some progress.

I did get lighting to work with dynamic shadows. Also I got multi-lighting added also, so now I can add lights wherever in my levels.

I did spend some time trying to implement a suggestion from @SigilXNA about having the tiles ambient light taper off as they get further from the player, but it wasn’t coming out right. So it got shelved for the time being until the end of the cycle, where maybe I’ll have some time to reincorporate it. Also the multi-lighting has a bug with how shadows are casted, but the standard lights look right.

So next will be incorporating more content, especially more levels. I’m shooting for 30 levels per gate. So a total of 121 levels (floor 1 isn’t part of the gate scheme). I’ll most likely randomly generate the levels and flesh them out in my editor.

So far everything here is free and/or open source. (With the exception of the Creators Club Membership @$99)
I will also try to post my source at the end of each day, so everyone can try out what I have (maybe even learn or improve on it).

So stay tuned to see how it goes. Will post more later about the game design.

I decided to take up the XNA One Week Challenge as #jasedeacon and #DustinTigner have.

My game currently is called “Deepest Dungeon” and will be a Timed Rogue style game.

I officially started the game on September 28th 2010 at 11pm EST

The object of the game is that you are imprisoned in this dungeon, and told you can attempt to escape, but there are many hazards that will hinder you way out. Each stage will have 4 exits, each exit is a different degree of difficulty to reach, and each exit is timed so that after a certain amount of time it will close. So you must quickly figure out how to reach the exit before the gate closes.